#pragma once #include "cEntity.h" #define C_CHUNK_USE_INLINE 1 // Do not touch #if C_CHUNK_USE_INLINE #define __C_CHUNK_INLINE__ inline #else #define __C_CHUNK_INLINE__ #endif /** This is really only a placeholder to be used in places where we need to "make up" a chunk's Y coord. It will help us when the new chunk format comes out and we need to patch everything up for compatibility. */ #define ZERO_CHUNK_Y 0 namespace Json { class Value; }; class cWorld; class cFurnaceEntity; class cPacket; class cBlockEntity; class cClientHandle; class cServer; class MTRand; class cPlayer; typedef std::list cClientHandleList; typedef std::list cBlockEntityList; /** Interface class used for getting data out of a chunk using the GetAllData() function. Implementation must use the pointers immediately and NOT store any of them for later use */ class cChunkDataCallback { public: /// Called once to export blockdata virtual void BlockData(const char * a_Data) = 0; /// Called for each entity in the chunk virtual void Entity(cEntity * a_Entity) = 0; /// Called for each blockentity in the chunk virtual void BlockEntity(cBlockEntity * a_Entity) = 0; } ; class cChunk { public: cChunk(int a_X, int a_Y, int a_Z, cWorld* a_World); ~cChunk(); bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk is valid (loaded / generated) void SetValid(bool a_SendToClients = true); // Also wakes up all clients attached to this chunk to let them finish logging in bool IsDirty(void) const {return m_IsDirty; } // Returns true if the chunk has changed since it was last saved bool CanUnload(void); /* To save a chunk, the WSSchema must: 1. Mark the chunk as being saved (MarkSaving() ) 2. Get the chunk's data using GetAllData() 3. Mark the chunk as saved (MarkSaved() ) If anywhere inside this sequence another thread mmodifies the chunk, the chunk will not get marked as saved in MarkSaved() */ void MarkSaving(void); // Marks the chunk as being saved. void MarkSaved(void); // Marks the chunk as saved, if it didn't change from the last call to MarkSaving() void MarkLoaded(void); // Marks the chunk as freshly loaded. Fails if the chunk is already valid /// Gets all chunk data, calls the a_Callback's methods for each data type void GetAllData(cChunkDataCallback * a_Callback); /// Sets all chunk data void SetAllData(const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities); /// Returns true if there is a block entity at the coords specified bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ); void Tick(float a_Dt, MTRand & a_TickRandom); int GetPosX() { return m_PosX; } int GetPosY() { return m_PosY; } int GetPosZ() { return m_PosZ; } cWorld * GetWorld() { return m_World; } void Send( cClientHandle* a_Client ); void AsyncUnload( cClientHandle* a_Client ); void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc. char GetBlock( int a_X, int a_Y, int a_Z ); char GetBlock( int a_BlockIdx ); void CollectPickupsByPlayer(cPlayer * a_Player); void UpdateSign(int a_PosX, int a_PosY, int a_PosZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); // Also sends update packets to all clients in the chunk char GetHeight( int a_X, int a_Z ); void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client ); void AddClient (cClientHandle* a_Client ); void RemoveClient (cClientHandle* a_Client ); bool HasClient (cClientHandle* a_Client ); bool HasAnyClients(void); // Returns true if theres any client in the chunk; false otherwise void AddEntity( cEntity * a_Entity ); void RemoveEntity( cEntity * a_Entity); void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick inline void RecalculateHeightmap() { m_bCalculateHeightmap = true; } // Recalculate heightmap next tick void SpreadLight(char* a_LightBuffer); void CalculateLighting(); // Recalculate right now void CalculateHeightmap(); bool LoadFromDisk(); // Broadcasts to all clients that have loaded this chunk void Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude = NULL) {Broadcast(&a_Packet, a_Exclude); } void Broadcast( const cPacket * a_Packet, cClientHandle * a_Exclude = NULL); // TODO: These functions are dangerous - rewrite to: // Loaded(blockdata, lightdata, blockentities, entities), // Generated(blockdata, lightdata, blockentities, entities), // GetBlockData(blockdatadest) etc. char* pGetBlockData() { return m_BlockData; } char* pGetType() { return m_BlockType; } char* pGetMeta() { return m_BlockMeta; } char* pGetLight() { return m_BlockLight; } char* pGetSkyLight() { return m_BlockSkyLight; } void CopyBlockDataFrom(const char * a_NewBlockData); // Copies all blockdata, recalculates heightmap (used by chunk loaders) // TODO: Move this into the specific WSSchema: void LoadFromJson( const Json::Value & a_Value ); void SaveToJson( Json::Value & a_Value ); char GetLight(char* a_Buffer, int a_BlockIdx); char GetLight(char* a_Buffer, int x, int y, int z); void SetLight(char* a_Buffer, int a_BlockIdx, char a_Light); void SetLight(char* a_Buffer, int x, int y, int z, char light); void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z); inline static unsigned int MakeIndex(int x, int y, int z ) { if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 ) { return y + (z * 128) + (x * 128 * 16); } return 0; } inline void MarkDirty(void) { m_IsDirty = true; m_IsSaving = false; } static const int c_NumBlocks = 16*128*16; static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks private: bool m_IsValid; // True if the chunk is loaded / generated bool m_IsDirty; // True if the chunk has changed since it was last saved bool m_IsSaving; // True if the chunk is being saved cCriticalSection m_CSBlockLists; std::map< unsigned int, int > m_ToTickBlocks; std::vector< unsigned int > m_PendingSendBlocks; // TODO: This CS will soon not be needed, because all chunk access is protected by its parent ChunkMap's csLayers cCriticalSection m_CSClients; cClientHandleList m_LoadedByClient; cClientHandleList m_UnloadQuery; // TODO: This CS will soon not be needed, because all chunk access is protected by its parent ChunkMap's csLayers cCriticalSection m_CSEntities; cEntityList m_Entities; cBlockEntityList m_BlockEntities; bool m_bCalculateLighting; bool m_bCalculateHeightmap; int m_PosX, m_PosY, m_PosZ; cWorld * m_World; char m_BlockData[c_BlockDataSize]; // Chunk data ready to be compressed and sent char *m_BlockType; // Pointers to an element in m_BlockData char *m_BlockMeta; // += NumBlocks char *m_BlockLight; // += NumBlocks/2 char *m_BlockSkyLight; // += NumBlocks/2 unsigned char m_HeightMap[16 * 16]; unsigned int m_BlockTickNum; unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ; void RemoveBlockEntity( cBlockEntity* a_BlockEntity ); void AddBlockEntity( cBlockEntity* a_BlockEntity ); cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z ); void SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff); void SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void CreateBlockEntities(void); }; typedef std::tr1::shared_ptr cChunkPtr; typedef std::list cChunkPtrList; class cChunkCoords { public: int m_ChunkX; int m_ChunkY; int m_ChunkZ; cChunkCoords(int a_ChunkX, int a_ChunkY, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ) {} bool operator == (const cChunkCoords & a_Other) { return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkY == a_Other.m_ChunkY) && (m_ChunkZ == a_Other.m_ChunkZ)); } } ; typedef std::list cChunkCoordsList; #if C_CHUNK_USE_INLINE #include "cChunk.inl.h" #endif